Systems, Methods, and Devices for Message Based Gameplay

ABSTRACT

In part, the invention relates to processor-based methods, systems, and devices relating to games implemented using messaging data, such as the contents of SMS messages, fee structures and rate selection relating to the same. The games are suitable for playing on end-user devices, such as computers, mobile phones, and mobile devices.

RELATED APPLICATIONS

This application claims priority to and the benefit of provisionalapplication U.S. Ser. No. 61/514,276 filed on Aug. 2, 2011, the entirecontents of which are incorporated by reference herein.

FIELD OF THE INVENTION

The invention relates, in part, to a network-based game that is playedrelative to one or more other games or events and related methods,systems, and devices for implementing such a game.

BACKGROUND OF THE INVENTION

The proliferation of and increased capabilities of mobile computingdevices like cellular phones, tablets, and personal digital assistantshas presented consumers with myriad opportunities to interact via socialnetworking, near instantaneous communications and gaming. While mobiledevices have long been able to support localized gaming and othersmaller scale competitions, a difficulty arises in attempting togenerate a truly competitive large-scale competition over vast networks,such as the internet or cellular telephone networks. Attempts to createcomplex gaming platforms via mobile web-browsers and online or cloudcommunities leads to massive amounts of data transfer which can bog downa network creating increased latency and connectivity troubles.

In addition to the increased data traffic transmitted over the networks,gaming programmers and custodians face increased hurdles of monetizinggameplay in an effective way that allows for a wide audience toinexpensively participate, while still allowing for an incoming revenuesource to the creators, owners and managers of such games.

From a consumer standpoint, with the ever-growing supply of contentavailable for mobile device users to consume, any gameplay environmentmust have an appeal to keep participants returning and attentive to thegameplay itself. It is not enough to provide a contest and name awinner. An engaging gameplay environment is needed whereby theparticipant is encouraged to actively participate and remain captivatedby the features of the game. Providing an interactive, engaging,participant-friendly competition whereby the service providers andgameplay creators may create a substantial revenue stream is an ongoingneed in the mobile industry. The invention addresses this need andothers.

SUMMARY

In part, one aspect of the invention relates to a method of conductingan interactive competition between a plurality of mobile device users.The method can include presenting a question having a plurality ofresponse options including one correct answer option, at least twoincorrect answer options, and a responsive keyword option to a pluralityof mobile device users. The correct answer and incorrect answer optionsare specified to be of a first message type and the responsive keywordoption is specified to be a second message type. The method can furtherinclude receiving one response option from each mobile device user ofthe plurality of mobile device users that elect to participate in thecompetition, wherein each response option of the first message type isvalued a first amount and each response option of the second messagetype is valued a second amount, the second amount higher than the firstamount. The method also can include determining a winner of thecompetition based upon the number of consecutive correct answers sent byone of the plurality of mobile device users.

In one embodiment, the first amount is $0.00 and the second amount isabove the minimum rate (which varies depending on the operator), or thefirst amount is above the minimum rate defined by each operator and thesecond amount is a premium rate. In one embodiment, the responsivekeyword option is selected from the group consisting of Hint, Skip, orpossible synonyms with two basic functions: (1) skip the currentquestion and go to the next one, or (2) provide a hint to the currentquestion. In one embodiment, the method steps are performed by aprocessor having a memory and one or more software modules applicationsconfigured to perform the steps of the method.

In part, one aspect of the invention relates to a computer readablemedium having computer-instructions for a method of conducting aninteractive competition between a plurality of mobile device users. Themethod can include presenting a question having a plurality of responseoptions including one correct answer option, at least two incorrectanswer options, and a responsive keyword option to a plurality of mobiledevice users, wherein the correct answer and incorrect answer optionsare of a first message type and the responsive keyword option is of asecond message type. The method can include the step of receiving oneresponse option from each mobile device user of the plurality of mobiledevice users that elect to participate in the competition, wherein eachresponse option of the first message type is valued a first amount andeach response option of the second message type is valued a secondamount, the second amount higher than the first amount. The method alsocan include the step of determining a winner of the competition basedupon the number of consecutive correct answers sent by one of theplurality of mobile device users.

In part, one aspect of the invention relates to a mobile gameplaysystem. The system can include a memory device and a processor incommunication with the memory device. The memory device comprisesinstructions that when executed by the processor cause the processor to:connect to a messaging gateway; send a plurality of mobile terminatedmessages, each message comprising a first question for a game; receive afirst response to the mobile terminated message comprising a response tothe question; send a second mobile terminated message comprising asecond question; receive a keyword from a player of the game in responseto either the first or second question; and initiate a charge at apremium rate to an account of the player in response to receiving thekeyword. In one embodiment, responding to either the first or the secondmessage is either free or charged at a rate less than the premium rate.

In part, one aspect of the invention relates to a method of conductingan interactive competition over a network between a plurality of mobiledevice users. The method includes receiving a first mobile originatingmessage from a mobile device, the mobile originating message comprisingan indicator to enable participation; transmitting a mobile terminatingmessage to the mobile device, the mobile terminating message comprisinga question having a plurality of answer options and at least one keywordoption, wherein the answer options are of a first message type and thekeyword option is of a second message type; receiving from the mobiledevice a second mobile originating message, the second mobileoriginating message comprising either an answer option or a keywordoption, wherein the answer option of the first message type is valued afirst amount and the keyword option of the second message type is valueda second amount, the second amount greater than the first amount;evaluating the second mobile originating message; if the second mobileoriginating message is a keyword option, transmitting a second mobileterminating message to the mobile device, the second mobile terminatingmessage comprising the question and an assistive mechanism; and if thesecond mobile originating message is an answer option, transmitting athird mobile terminating message to the mobile device if the answeroption is correct, determining a winner of the competition based uponthe number of consecutive correct answers sent by one of the pluralityof mobile devices.

In one embodiment, the plurality of answer options include one correctanswer option, and at least two incorrect answer options. In oneembodiment, the first amount is $0.00 and the second amount is above aminimum rate, or is a premium rate. In one embodiment, the first amountis above a minimum rate and the second amount is a premium rate. In oneembodiment, the first mobile originating message includes a premium rateand the first and second amounts are $0.00.

In one embodiment, the first mobile originating message includes apremium rate, the first amount is $0.00 and the second amount is eithera premium rate or greater than a minimum rate defined by a serviceoperator. In one embodiment, the keyword option is selected from thegroup consisting of Hint, Skip, Undo, and Ask.

In part, another aspect of the invention relates to a computer readablemedium having computer-instructions for a method of conducting aninteractive competition between a plurality of mobile device users. Themethod includes receiving a first mobile originating message from amobile device, the mobile originating message comprising an indicator toenable participation; transmitting a mobile terminating message to themobile device, the mobile terminating message comprising a questionhaving a plurality of answer options and at least one keyword option,wherein the answer options are of a first message type and the keywordoption is of a second message type; receiving from the mobile device asecond mobile originating message, the second mobile originating messagecomprising either an answer option or a keyword option, wherein theanswer option of the first message type is valued a first amount and thekeyword option of the second message type is valued a second amount, thesecond amount greater than the first amount; evaluating the secondmobile originating message; if the second mobile originating message isa keyword option, transmitting a second mobile terminating message tothe mobile device, the second mobile terminating message comprising thequestion and an assistive mechanism; and if the second mobileoriginating message is an answer option, transmitting a third mobileterminating message to the mobile device if the answer option iscorrect, determining a winner of the competition based upon the numberof consecutive correct answers sent by one of the plurality of mobiledevices. In one embodiment, the computer-readable medium isnon-transitory.

In one embodiment, the plurality of answer options include one correctanswer option, and at least two incorrect answer options. In oneembodiment, the first amount is $0.00 and the second amount is above aminimum rate, or is a premium rate. In one embodiment, the first amountis above a minimum rate and the second amount is a premium rate. In oneembodiment, the first mobile originating message includes a premium rateand the first and second amounts are $0.00. In one embodiment, the firstmobile originating message includes a premium rate, the first amount is$0.00 and the second amount is either a premium rate or greater than aminimum rate defined by a service operator. In one embodiment, thekeyword option is selected from the group consisting of Hint, Skip,Undo, and Ask.

In part, yet another aspect of the invention relates to a mobilegameplay system. The system includes a memory device; and a processor incommunication with the memory device, wherein the memory devicecomprises instructions that when executed by the processor cause theprocessor to: connect to a messaging gateway; send a plurality of mobileterminated messages to a plurality of mobile devices, each messagecomprising a first question for a game; receive a first response from amobile device to the mobile terminated message comprising a response tothe question; evaluate the first response for a correct answer; upondetermining the first response includes the correct answer, send to themobile device a second mobile terminated message comprising a secondquestion; receive a keyword response from the mobile device response toeither the first or second question; and initiate a charge at a premiumrate to an account of the mobile device in response to receiving thekeyword. In one embodiment, responding to either the first or the secondmessage is either free or charged at a rate less than the premium rate.

In yet another aspect, the invention relates to a campaign engine. Inone embodiment, one or more of the method steps described herein areperformed using a processor and a memory, wherein the processor isconfigured to a run a campaign engine that includes one or more enginesrelating thereto including one or more of an interactivity optimizationengine, a dialogue engine, a contact engine, and a data analysis engine.In one embodiment, the campaign engine is configured to enable gameplayfor a plurality of participants. In one embodiment, one or more of theengines can be implemented using one or more software applicationsand/or databases for a given implementation. One or more engines can berunning on one or more network accessible servers in one embodiment. Inone embodiment, the one or more engines is selected from the groupconsisting of an interactivity optimization engine, a dialogue engine, acontact engine, and a data analysis engine. In one embodiment, one ofthe engines is an interactivity optimization engine configured tosegment the mobile devices into a plurality of customer segments andoptimize teasers for each customer segment. In one embodiment, one ofthe engines is a contact engine configured to register mobile devicesand transmit MO messages to registered mobile devices.

BRIEF DESCRIPTION OF DRAWINGS

The figures are not necessarily to scale, emphasis instead generallybeing placed upon illustrative principles. The figures are to beconsidered illustrative in all aspects and are not intended to limit theinvention, the scope of which is defined only by the claims.

FIG. 1 shows a high-level system architecture according to anillustrative embodiment of the invention.

FIG. 2A depicts a data flow of an algorithm according to an illustrativeembodiment of the invention.

FIG. 2B depicts a data flow of an algorithm according to an illustrativeembodiment of the invention.

FIG. 2C depicts a data flow of an algorithm according to an illustrativeembodiment of the invention.

FIG. 2D depicts a data flow of an algorithm according to an illustrativeembodiment of the invention.

FIG. 3 depicts a user-interface of a management and configuration toolaccording to an illustrative embodiment of the invention.

FIGS. 4A-4H depict some of the steps of serial gameplay according to anillustrative embodiment of the invention.

FIG. 5 depicts a data flow algorithm according to an illustrativeembodiment of the invention.

FIG. 6 depicts an activity analysis report according to an illustrativeembodiment of the invention.

FIG. 7 depicts a streak analysis report according to an illustrativeembodiment of the invention.

FIG. 8 depicts an activity survival report according to an illustrativeembodiment of the invention.

FIGS. 9A-9C depict an various metric reports according to anillustrative embodiment of the invention

DETAILED DESCRIPTION

The following description of illustrative embodiments are drawngenerally to a system and method for implementing a large scalecompetition over a network using a variety of messaging protocols sentand received from a processor-based application to participants' mobiledevices. In one embodiment, a large scale competition is a mobiledevice-based competition that includes between about 1,500 and about2,000,000 participants. In another embodiment, a large scale competitionis a mobile device-based competition that includes between about 10,000and about 30,000,000 participants.

In part, the invention relates to processor-based methods, systems, anddevices relating to games implemented using messaging data, such as thecontents of SMS messages, fee structures and rate selection relating tothe same. The games are suitable for playing on participant devices,such as computers, mobile phones, and mobile devices. Referring to FIG.1, in one embodiment, a non-limiting exemplary processor-based system100 and one or more software applications are described for Large ScaleCompetitions (LSC). The system or software application establishesconnectivity to an SMS Messaging Gateway of an operator network 10, suchas a mobile operator (such as for example Verizon, AT&T, T-Mobile,Sprint, etc.) such that Mobile-Originated (MO) and Mobile Terminated(MT) messages are exchanged with one or more end users. Connectivity mayalso be established via the Web 15, e.g. a Web application, or viaInteractive Voice Response (IVR) 20.

Each end user 25 interacts with a software application, such as theSolstice application, after connecting to the network 10 (e.g., GSM,CDMA, Wi-Fi, Ethernet, fiberoptic, etc.), which accesses the SMSMessaging Gateway 10. In turn, a plurality of end user 25 devices mayinteract with a software application such as the Solstice application.The name Solstice is a fanciful name given to an embodiment of theinvention. Reference is made herein to the application by name forsimplicity and clarity, although one skilled in the art will recognizethat other naming conventions may be given to the same, similar, orvarying implementations of the system without deviating from the scopeof the invention.

In describing the illustrative embodiments, the following terms shall bedefined as described below, in addition to their ordinary and accustomedmeaning.

The term “Blacklist” is used to mean a group of MSISDNs that have beenexcluded from participating in the campaign.

The term “Cap of games” is used herein to mean the maximum limit ofgames. In one embodiment case, the system sends 1 wrong answer, insteadof two wrong answers, increasing the chances for a correct reply.

The term “MO” is used herein to mean a Mobile-Originated Short MessageService (SMS) or other messaging protocol routed from an end-user anddelivered to client or application.

The term “MSISDN” is used herein to mean a Mobile Station InternationalSubscriber Directory Number, a number uniquely identifying asubscription in a GSM or a UMTS mobile network. Simply put, MSISDN isthe telephone number of the SIM card in a mobile/cellular phone.

The term “MT” is used herein to mean Mobile-Terminated SMS, or othermessaging protocol, routed from a client or application and delivered toan end user such as to the mobile device of the end user.

The term “Pool of questions” is used herein to mean a set of questions.According to various embodiments of the invention, pools includequestions of the same level of difficulty.

The term “Premium SMS” is used herein to mean an application-to-person(A2P) technology that is used by businesses that need to bill theirconsumers using the mobile channel. It works like a standard textmessage that is “wrapped” in an invoice which gets billed to theconsumer's monthly mobile phone bill or deducted from their pre-payaccount. Premium SMS cost may be significantly greater than the cost ofcommon SMS.

The term SMS is used herein to mean Short Message Service (SMS), a textcommunication service component of phone, web, or mobile communicationsystems, using standardized communications protocols that allow theexchange of short text messages between fixed line or mobile phonedevices.

The term “Teaser” is used herein to mean a message sent by the system toparticipants, in order to encourage them to continue playing. Generally,a new game is offered after sending a teaser. An example of a Teaserincludes: “Don't stop now! Answer more questions and gather more POINTSfor today's cash prizes! Don't waste your time!”

Subscribers are invited to participate in a skill-based competition,with activities including a specified maximum limit (cap) of games, withquestions of a variety of levels of difficulty. Subscribers can registerto start receiving skill-based questions, with multiple choice answeroptions including a correct answer and one or more incorrect answers.Points can be awarded for correct answers. In some embodiments,participants are given the options of receiving a hint or skipping aquestion for a specified number of times. Skipping a question orreceiving a hint can trigger a charge that is applied to the account ofa subscriber as a result of skipping questions or requesting hints whileplaying the game. In some embodiments, the option of undoing such as byentering the Undo keyword, is available for a specified number of times.This ability to reverse a decision through Undo prevents the mobiledevice user from ending the game and continue playing. Also, in someembodiments, the option of asking the mobile device user community isavailable for a specified number of times. The user can poll thecommunity and the results are presented to the user as a percentage ofother mobile device users choosing each option, e.g. if the availableresponses are 1, 2 or 3, the system presents the percentage for each oneof them.

In some embodiments, if a wrong answer is selected, participants arediverted to another game, i.e. the game counter resets. In embodimentswith a point structure, there can be different types of counters (e.g.daily, weekly and monthly) which accumulate the points between differentgames over the specified period. These counters are useful foridentifying top scorers that win the campaign prizes. Various system,method, device and software applications are described in more detailbelow.

FIG. 1 shows an exemplary management and connectivity systemhighlighting a system architecture in accordance with an embodiment ofthe invention. According to the illustrative architecture, the Solsticeapplication handles the interaction with the end user 25 via sending andreceiving SMS messages. The application may include a “CampaignManagement Engine” Module, which includes an Interactivity andOptimization Engine 30, which segments the customer base and optimizesteasers and welcome messages sent to participants, according torecommendation algorithms based on behavioral patterns and profilingattributes of the participants. The Campaign Management Engine alsoincludes a Dialogue Engine 40, which generates activities and games withpools of questions with different difficulty levels. The Dialogue Enginepersonalizes interaction with the use of smart fields and a ContactEngine 45, which sends customer base bulk messages to subscribers, inorder to recruit them in SMS competitions.

In one embodiment, messages are sent to and from a mobile device to thesystem. The message can include one or more keywords. The term,“keyword” is used herein to mean textual words that are sent as an inputmessage to the system by the participants. According to the keywordreceived, the system sends back an appropriate reply (e.g. in the caseof a “score” keyword, the system sends back to the user the number ofpoints gathered so far in the competition) or performs the correspondingfunction (e.g. in the case of a “stop” keyword, the system stops sendingmessages to the user).

The term “smart fields” are used herein to mean variables associatedwith values which can be used in the contents of message-based teaserssuch as SMS teasers to provide a more personalized interaction with theparticipant and encourage further participation. In one embodiment, thevalues of the smart fields are replaced for each MSISDN or other mobiledevice identifier. For example, the smart field _Streak_ can be replacedwith the number of consecutive correct answers for each MSISDN: “Youhave _Streak_ consecutive correct answers so far. Keep going.”->“Youhave 12 consecutive correct answers so far. Keep going.” The term“Streak” is used herein to mean consecutive correct answers.

The Contact Engine 45 handles and is responsible for the participantregistration process. A Data Analysis Engine 50 is included, whichincludes data warehouse and analytics related to gameplay, networktraffic, messaging protocols and other metrics. A connectivity component55 is responsible for the connectivity with third parties, through suchprotocols as SMS, Web, WAP and IVR.

The application may also include a Reporting and Control module 60,which includes the LSC user interface project 65 and an LSC Dashboard70. The user interface 65 generates customized reports on usage metricsincluding, but not limited to, mobile-originated and mobile-terminatedmessages, keywords used (e.g., number of Hints, Skips, Undos and Asksused), customer care, setting up draws and administration options. Theterm “Hint” is used herein to mean a clue or other assistive deviceregarding the correct answer. The term “Skip” is used herein to meanskipping a question and moving forward to the next one. The term “Undo”is used herein to mean withdrawing a wrong response in order not to enda game and miss a streak. The term “Ask” is used herein to mean aRequest from system to receive a response including what a mobile deviceuser community responded regarding a specified question, e.g. if theavailable responses are 1, 2 or 3, the system presents the percentage ofwhat the community responded for each one of them.

The consolidated dashboard 70 allows internal reporting and comparisonacross all projects according to one embodiment of the invention. TheReporting and Control Module 60, and specifically the Projectuser-interface 65 provides an interface for management-side operationsto the system such as call centers, client management, and projectmanagement 75. The Dashboard provides an interface between the campaignoperators and business optimization agents 80 and the system.

System, Method, and Device Embodiments/Software Application EmbodimentDetails

The interaction of the software application that initiates and performssteps relating to gameplay with the end user can be achieved via a “Playfor Free” mechanism or processor-based game. The illustrative mechanismis a message, such as SMS, and skill based mechanism implementing a gameusing a device and software that presents a series of questions. Eachquestion may be presented with multiple possible answers, including onecorrect answer, one or more wrong answers, the option of Skip, as wellas the option of Hint. In some embodiments the options of Undo or theoption of Ask may be used in addition to the options of Skip and Hint.Table 1 below details exemplary keywords and their corresponding systemactions in accordance with an embodiment of the invention.

TABLE 1 Keyword System action Hint Sends the same question with one lesswrong answer, i.e. instead of sending one correct and two wrong answers,the system sends one correct and one wrong answer Skip Skips the currentquestion and sends the next question Undo Available only when theparticipant submits a wrong answer; skips the current question and sendsthe next question. Ask Sends what the other participant responded foreach available option in percentages, e.g. “option 1 10%, option 2 30%,option 3 60%”.

The goal, according to one embodiment, is to collect the maximum numberof consecutive correct answers within a specified time period (e.g., aweek, several weeks, a month, etc.) in order to win competition prizes.In some embodiments, there are no points awarded. In some embodiments,the game can reset if the participant sends a wrong answer. A cap orlimited number of games can be played within a specified time period.For example, after a specified number of wrong answers are selected,participants can be timed-out or otherwise forced or caused stop playingfor a predetermined time period within the campaign. An unlimited numberof games can also be played during a campaign. Given that a streak ofcorrect answers being generated in response to questions is the goal,there is an incentive to skip questions or requests hints using akeyword to help increase the likelihood of a successful streak.

According to one embodiment, the user initiates gameplay on her deviceand at some point if the participant does not know the answer to aquestion or game, in order to avoid ending the current game and startingover, the participant can either send a Skip message to skip thequestion or a Hint message to omit one of the wrong answers, orotherwise provide assistance to the participant. In some embodiments,the participant can send an Undo message, which has the functionality ofskipping a question, after having submitted a wrong answer, in order tonot end the game. Also, the participant can have the option of sendingAsk to receive what other participants have responded to the samequestion. The Skip and Undo keywords send the next question. Accordingto one embodiment of the invention, the number of keywords a participantcan use in a single series may be limited by use of a counter. Bysending Skip, Undo, Hint or Ask the counter decreases by one and theparticipant has one-less opportunity to use a keyword during thatgameplay series. The counter can be an icon or number displaying thenumber of remaining Hints, Skips, Undos and Asks that are available tothe participant. The Hint keyword resends the same question, omittingone or more of the wrong answers, and cannot be used more than once inthe same question.

Within a game, the user can send up to a certain number of Skip Hint,Undo and Ask keywords. For example a participant may only receive 3 ofeach keyword during a series of gameplay. Alternatively, the participantmay receive a total number of keywords and can opt to pick whicheverkeyword the participant choose, even using the same keyword multipletimes until the participant has reached the maximum number. In oneembodiment, unused Skip, Hint, Undo and Ask keywords cannot betransferred or carried over to the next game.

In some embodiments, the Skip, Hint keywords, Undo and Ask keywords maybe subject to a premium charge or can be are billed to the end user. Therest of the messages are billed to the end user at standard rates (e.g.,texting and/or SMS rates) or are not charged. In other embodiments, onlythe first message of each game is of premium charge, or is billed atstandard rates. For example, a message triggering the game, includingfor example the keyword “START” could trigger a selected charge plan forthat series of game play. Table 2 below reflects various embodiments ofa starting keyword initiating gameplay and the exemplary paymentpackages associated therewith.

TABLE 2 Starting keyword Keyword response Participant response toresponse (e.g. Skip, (e.g. START) question (e.g. 1, 2 or 3) Hint, Undo,Ask) Premium Not charged Not charged Standard rate Not charged Notcharged Not charged Not charged Premium Not charged Not charged Standardrate Not charged Standard rate Premium Not charged Standard rateStandard rate

According to one embodiment, four levels of difficulty regarding thequestions sent to the users may be implemented. The four levels maycorrespond to four different pools of questions, including Easy, Medium,Difficult and Not readily searchable via an Internet search engine(“non-searchable”). In this context, “non-searchable” means that thequestion cannot be explicitly answered by entering the correspondingkeywords or their synonyms or a paraphrase of their meaning in anInternet engine. The application mechanism may randomize questions inrandomized in two ways. The first is that the order of the questions inrelation to the level of difficulty can be configured. For example,first an easy question may be sent to the user, then two questions ofmedium difficulty, then a difficult one and then two non-searchablequestions and so on. Questions of different levels of difficulty may beserved in any order. The second way questions may be presented is byrandomizing the questions within each pool of questions per user.According to one embodiment, quiz answers may include one correct andtwo wrong options, which are shuffled per user.

Registration

Referring to FIG. 2A, in some embodiments, a user-identifier algorithm200 is implemented to ensure the user is authorized to participate. Auser may initiate a mobile-originating message 201 to begin gameplay.The mobile-originating message may be responding to an offer to play,selecting a hyperlink from a mobile web page, or any other communicationprotocol from the user's device. If a unique device or user identifier(e.g., a MSISDN or username) is unregistered, blacklisted 202 orotherwise prevented from playing, then the user can receive amobile-terminating message 204 stating that the participant is noteligible to join the game. Users may be blacklisted for safety concerns,such as for a group of known minors. Alternatively, a user may beblacklisted because of where they are geographically or because ofvarious types of actions or non-actions associated with their account.

If the unique identifier is not on a blacklist or otherwise preventedfrom playing, a check 203 is run to determine of the user has beenregistered on the system. If the user is not registered a “Welcomemessage” 206, as well as an “Info” message 207 are sent to the user. TheInfo message may include the rules on how to play the game, a toll freenumber for calling, or other instructions or restrictions on gameplay.After the Welcome and Info messages are received, the new participantcan progress to gameplay 205. If the check 203 determines that theparticipant is already registered or is a return participant, theWelcome and info messages may be skipped and gameplay 205 may bedirectly initiated.

Game Play

Referring to FIG. 2B, in one embodiment, if a registered participantsends a first MO 208 during the day, the system determines 209 whetheror not that participant responded to a question from the previous day.If the participant answers a question from the previous day 210, aresponse is sent informing the participant that the question is notvalid any more. If the participant sends Skip, Hint, Undo or Ask as afirst MO of the day 214, the participant is returned to the in-sessionevaluation process 211. If the participant's MO is not a Skip, Hint,Undo or Ask 214, that participant receives a message that the questionis not valid 215 and may be presented with a new question. In oneembodiment, the daily reminder is a teaser that results in theparticipant being directed to the “in session evaluation” process whenthe participant responds to it as part of step 212. For example, theparticipant receives the daily reminder (teaser) and responds in onecircumstance. In turn, the other option directing the participant to the“in session evaluation” process is the participant sending one of thekeywords (skip, hint, etc.).

In addition, teasers/daily reminders can be sent periodically (e.g.,hourly, daily, weekly) to remind participants of the availableactivities and encourage them into joining the activity. In case theparticipant's first MO is triggered due to a teaser received earlier,that participant is moved to the “in session” evaluation process 211 andcontinues playing. If the participant's MO was not in response to aprevious day's question, the application checks to see if the responseis to a daily reminder such as a teaser sent by the system 212. If theMO is not in response to a daily reminder message from the system, aWelcome message is sent to the participant 213. In case an invalidmessage is sent to the short code and is the first MO of that day, awelcome message to the current day's game is sent.

When the game starts, registered participants receive questions withmultiple possible answers. Any number of answers can be presented foreach question. By way of non-limiting example, five answers can bepresented, where one answer is correct, two answers are wrong, oneanswer is Skip, and one answer is Hint.

According to one embodiment of the invention, at the end of a specifiedgameplay period, any participant's consecutive correct answers are reset(set to zero). The user with the best score (most consecutive answers)during the specified time period will be the winner and may be rewardedwith a prize.

Any number of games can be made available throughout a specified timeperiod (e.g., a minute, an hour, a day, a week, a month, etc.). In someembodiments, an unlimited number of games can be made available to aparticipant throughout the whole campaign period (i.e., there is nolimit as to how many games a participant may play during a gameplayperiod. The user starts playing by answering correctly. When a wronganswer is sent, the first game is terminated and the participant isguided to play a second game. Similarly, with the next wrong answer, theuser is driven to another game, until the last game of the specifiedtemporal period or until the end of the campaign for campaigns withunlimited number of games. For example, if a 5 game cap were placed onthe number of allowable games during a day long period, after 5 WRONGreplies the participant will receive an MT message that the specifiedtime period's game is over and he can continue playing on anotherspecified time period.

Referring to FIG. 2C, in some embodiments, during the in sessionevaluation, the system first checks if the MO 216 received is theparticipant's n^(th) and final wrong answer 217 and if yes, all games ofthat period come to an end, and the participant receives a message 218stating that the games have ended for that period. If the participanthas remaining gameplay, (i.e., not maxed out the number of wronganswers), the application then checks to see of the MO includes akeyword such a Skip, Hint, Undo or Ask 219. If the MO is a keywordresponse, the application then evaluates the response 220.

According to one embodiment, a MO which contains a keyword is billable,i.e., the answer is of either “Skip” or “Hint” type. If such a responseis in the MO, the system performs the MO evaluation process 220,described in further detail in connection with FIG. 2D. If the MO sentis not billable, i.e., it includes a selected reply to the questionsent, the system checks whether the MO is the correct answer 221. If thereply is wrong, the game session is terminated 222, the wrong answercount is increased by one 223, the “Skip” and “Hint” counts are reset224, and the next game's question is sent to the participant, ifapplicable (e.g., less than 3 wrong answers for the day, where 3 is aconfigurable value, depending on the available games).

If the reply is correct, the number of correct consecutive answers(“streaks”) is increased by one 225, and the next question is sent tothe participant 226. The participant should respond within a specifiedtemporal duration 227. A check is run to see of the participant hasreceived any reminders 228, and if not a reminder to respond within thespecified time (e.g., thirty minutes, which is a configurable value) issent 229 together with the question. If a reminder has already been sentthe application does nothing 230.

Referring to FIG. 2D, in one embodiment, if the MO 231 sent is of“Skip”, “Hint', “Undo” or “Ask” type, the system checks whether thereare “Hint”, “Skip”, “Undo” and “Ask” options available 232. The “Skip”,“Hint,” “Undo” and “Ask” keywords have counters; for each of the X gamesthe user has availability to use a number of Skips, Hints, “Undos” and“Asks”. When an answer to a question is not known, the participant cansend Skip to skip the question, Undo to skip a question after submittinga wrong answer, Hint to omit one of the wrong answers, or Ask to viewwhat other participants answered. By sending Skip, the counter shoulddecrease by one (configurable value). The same counter change isimplemented with the Undo, Hint and Ask keywords in one embodiment.

If no “Hint”, “Skip”, “Undo” or “Ask” options are available, then theparticipant receives the corresponding message 233 and the same questionMT 240. If there are available “Hint”, “Skip” “Undo” and “Ask” options,the system checks whether the participant has requested a Hint/Ask, or aSkip/Undo keyword for the current question 234. If the participant hasrequested a Hint/Ask for the current question, then the number of Hintsis checked 235. If the number of Hints left is higher than 0 (zero) andthe hint is not used for the same question 236, then the participantreceives the same question with one incorrect answer less 237, while thenumber of Hints left is decreased by one 238. If the Hint/Ask hasalready been used on the current question a MT is sent indicating suchinformation 245 and the same questions is resent to the participant 245.

Similarly, if the participant has requested to ask the community ofparticipants for the current question, then the number of Asks ischecked. If the number of Asks left is higher than 0 (zero) and the askis not used for the same question, then the participant receives thesame question with what other participants answered, while the number ofAsks left is decreased by one. If no Hint/Ask remains, a MT indicatingsuch status is sent and the same question is resent 240.

If the participant has requested to Skip the current question, thenumber of available Skips is checked 241. If the number of Skips left ishigher than 0 (zero), then the number of Skips is decreased by one 242and the participant is sent the next question 243. Similarly, if theparticipant has requested to Undo the current question, the number ofavailable Undos is checked. If the number of Undos left is higher than 0(zero), then the participant is sent the next question, while the numberof Undos is decreased by one. If the participant has no Skip/Undooptions remaining a MT indicating such status is sent 244 and theapplication sends the same question back to the participant 240.

According to one embodiment, the Skip, Undo, Hint and Ask keywordattempts cannot be transferred to the next games. For example, theparticipant has already 30 consecutive correct answers and can send theHint keyword up to three times for the current game (configurablevalue). In one embodiment, if the participant sends Hint for a firsttime, then two Hint keyword attempts are available instead of three. Inone embodiment, if the answer to the next question is wrong, the game isterminated and the user starts from the beginning (zero consecutivecorrect answers). In the next game the user is eligible to send Hint upto three times and not five. In case the participant uses all theavailable Hint keywords and resends a fourth one, then a reply is sentthat this keyword cannot be used again.

Personalized Text

According to one embodiment, personalized text within the MT messagescan be configured in order to enhance message personalization andparticipant motivation. Text may also be customized for legal reasons.Different message parts can be served to participants based on theirstatus. Messages, according to one embodiment may include headers as theopening part of the message as well as footers with a closing part ofthe message. Headers and footers can be personalized based on one or acombination of certain attributes. Exemplary attributes may include, butare not limited to, the previous device user reply requested Hint, theprevious device user reply requested Skip, the number of Hints left, thenumber of Skips left, the number of consecutive correct messages, andthe number of messages on the current day.

In one example, encouraging headers may be sent to participants whoanswer correctly to boost their participation, while informative headersmay be linked to messages sent to participants who sent a wrong answerto invite them to play the next available game. Footers can becustomized according to whether participants are allowed to requestSkips or Hints.

Table 3 below describes various exemplary dynamic headers based onwhether or not the user has correctly answered the previous question:

TABLE 3 Device Device users with users with consecutive Device users whoone correct correct have finished a Device users with a answer answersgame successfully wrong answer Correct! Well done, keep Congratulations!Sorry, that was not going! The next game is the right answer. waitingfor you. Don't give up, the next game is waiting for you.

Table 4 describes various exemplary dynamic footers in a game allowingSkips and Hints:

TABLE 4 Device users Device users with a with a Device Device users withnumber of Skips number of Hints users with Skips and Hints left but noHints left but no Skips no Skips or left left left Hints left Send 1, 2,3, Hint Send 1, 2, 3 Send 1, 2, 3 Send 1, 2 or 3 or Skip or Skip or Hint

For example, a device user who has submitted two consecutive correctanswers and has used up all the available Hints would get a message, ofthe format [Header] [Next Question] [Footer], such as:

“[Header] Well done, keep going. [Next Question] What is the nationallanguage of Canada apart from English? [Footer] Send 1 for French, 2 forSpanish, 3 for Portuguese or Skip”.

Gameplay Configuration

Referring to FIG. 3, a system setup user interface is depicted for thedescribed activity. The application provides an interface for a systemprogrammer to configure and set the constraints on the offered gameplay.The system programmer may configure the activity, for example, to givethe participant the opportunity of three Hints 304 and three Skips 302per game (no Undos or Asks are available in this example). The keywordthat participants may send to receive a hint is “Hint” 304, and thekeyword for skipping a question is “Skip” 302. By way of non-limitingexample, the format of presenting the possible answers to each questioncan be the following: 1. [first answer option], 2. [second answeroption], 3. [third answer option], 4. Skip, 5. Hint.

According to one embodiment, an example configuration of gameplay may beconfigured to pools of questions with increasing difficulty (“easy”—A,“medium”—B, “difficult”—C, “non-searchable”—D). Each question isretrieved in order of a given priority 305 from a specified pool ofquestions; the questions, in this example are served in the followingway: First question: “easy”—A; Second question: “medium”—B; Thirdquestion: “medium”—B; Fourth question: “difficult”—C; Fifth question:“non-searchable”—D; Sixth question: “easy”—A. From this point forward,the questions are served with the same repeating order regarding thelevel of difficulty: A, B, B, C, D, A, B, B, C, D.

Game Play

Gameplay activity, according to one embodiment, may be triggered by aparticipant MO message, such as an SMS, triggered by either aregistration step, a teaser (described below), or as the first MO of theday.

FIGS. 4A-4H present representative steps through an exemplary gameplayseries. The first question of the first game is then sent to theparticipant as shown in FIG. 4A. A message 401 is presented to theparticipant including a questions (“Which is the national language ofCanada apart from English?”), a sequence of answer options (“Send 1 forFrench, 2 for Portuguese, or 3 for Spanish”) and instructions indicatingany keywords that may be available to the participant (“You can Skip togo to the next question, of Hint to get a hint. You have 3 Hints and 3SkipS left”). As described above, question 1 is from question Pool A.The participant answers correctly by replying or sending an MOindicating answer 1 (French) 401 and receives the second question asshown in FIG. 4B.

The participant is presented with another MT message 403 indicating acorrect answer and presenting the next question (taken from Pool B),answer options and available keywords. The participant respondsselecting the option 2 404. The participant receives a response MT 405indicating a correct answer and the third question as shown in FIG. 4C.The third question is also taken from Pool B, to which the participantresponds by sending an MO with the keyword text “Hint” 406 and receivesthe same question with one less option 407 as shown in FIG. 4D. Thenumber of Hints available will decrease by one (to 2 in this example).With only options 1 and 2 remaining, the participant answers byselecting option 1 408.

A MT is sent to the participant indicating he correctly answered and thefourth question 409 as shown in FIG. 4E. The participant opts to skip410 the question and receives the next one. The number of Skips willdecrease by one (to 2 in this example) and the next question 411 (fromPool D) is presented as shown in FIG. 4F. The participant asks foranother hint 412. The question is resent 413 with the number of hintsleft decreased to one and one of the possible answers removed, as shownin FIG. 4F. The participant answers with option 1 414 and theapplication sends a MT 415 indicating he has answered incorrectly andthe session terminates as shown in FIG. 4G. According to one embodiment,additional information such as additional gameplay opportunities may beincluded in the session ending MT.

Teasers

In some embodiments, teasers can be sent during the day (or night) tothe participants in order to encourage them to play the availableactivities. Teasers can be sent periodically (e.g., hourly, daily,weekly, etc.) as reminders may occur on a certain time period. Forexample, a daily reminder can occur in a period, within which it isallowed to send teasing messages to participants—from 10 a.m. until 10p.m. Hourly teasers can occur within the allowed period, for example,whenever a participant is not active for an average time of 45 minutes(configurable value). A daily teaser could consist of any number of MTsand can have static content and or dynamic content (MTs formed by anActivity mechanism). A daily teaser occurs and is valid for an entirecustomer base, after a certain time of inactivity, during the specifiedperiod. An ‘N’ day teaser occurs and is valid for an entire customerbase, after ‘N’ days of inactivity, during the specified period onspecific days.

An embodiment of a daily teaser flow 500 is described in FIG. 5. Ateaser 501 may be sent out to participants according to an algorithm inwhich a first step includes checking a unique identifier list 502 forthe account of users to whom the teaser may be sent. A check isperformed to see if teasers have been sent to all of the participants onthe list of identifiers. If the list is finished, the algorithm exits504 until the next round of teaser transmission is set to resume. Ifthere are remaining participants on the list still awaiting teasers, acheck is run to see if an hourly teaser was sent 505. If the hourlyteaser was not sent, a check is run to determine if the participant hassent an MO during that hour 506. If the participant has not sent an MOduring that hour, a teaser is sent 507. If the participant has beenactive during that hour, no teaser is necessary and the algorithm movesto the next participant identifier 514.

If an hourly teaser has already been sent to the participant, a check isrun to determine if a daily teaser has been sent 508. If a daily teaserhas not been sent, a check is run to determine if the participant hasbeen active, by sending an MO, during that daily period 509. If theparticipant has not been active during the daily period a teaser is sent510. If the participant has been active during the daily period, noteaser is necessary and the next participant is checked 514. If a dailyteaser has already been sent to the participant, the application thenchecks to determine if a teaser has been sent during the N day period511. If the participant has not received a teaser in that time, a checkis run to determine if the participant has been active during the period512. If the user has not been active, a teaser is sent 513, while if theparticipant has been active, no teaser is necessary and the algorithmmoves to the next participant 514. If the N day teaser has already beensent to the participant, the algorithm proceeds to the next participant514.

Table 5 lists exemplary smart fields. The smart fields are designatedusing _Smartfield Name_ in one embodiment. The smartfields can be usedin the contents of hourly and daily teasers, including counts for thenumber of consecutive correct answers, the numbers of Hints and Skipsused and are replaced with the values that exist for each unique deviceor user identifier (e.g., a MSISDN).

TABLE 5 Example with replaced smart Smart field Description Examplefield _STREAK_ The current maximum A mobile device user A mobile devicenumber of consecutive has _STREAK_ user has 3 correct answers.consecutive correct consecutive This smart field can be answers so far.Keep correct answers used in the contents of going. so far. Keepquestions, answers and going. teasers. _MAXSTREAKTD_ Today's maximum Amobile device user A mobile device number of consecutive has user has 6correct answers. _MAXSTREAKTD_ consecutive This smart field can beconsecutive correct correct answers used in the contents of answers sofar. Keep so far. Keep questions, answers and going. going. teasers._MAXSTREAKWK_ This week's maximum A mobile device user A mobile devicenumber of consecutive has user has 100 correct answers. _MAXSTREAKWK_consecutive This smart field can be consecutive correct correct answersused in the contents of answers so far. Keep so far. Keep questions,answers and going. going. teasers. _GAMES_ The number of games There are_GAMES_ There are 2 left. games left. Play more to games left. Play Thissmart field can be win more. more to win used in the contents of more.questions and answers. _SkipsLEFT_ The number of Skips A mobile deviceuser A mobile device left. can skip _SkipSLEFT_ user can skip 2 Thissmart field can be more questions. more questions. used in the contentsof questions and answers. _SkipsUSED_ The number of Skips A mobiledevice user A mobile device used. has skipped user has skipped Thissmart field can be _SkipSUSED_ questions 2 questions so far. used in thecontents of so far. questions and answers. _HintsLEFT_ The number ofHints A mobile device user A mobile device left. can ask for user canask for 2 This smart field can be _HintSLEFT_ more more Hints. used inthe contents of Hints. questions and answers. _HintsUSED_ The number ofHints A mobile device user A mobile device used. has used user has usedThis smart field can be _HintSUSED_ Hints so 2 Hints so far. used in thecontents of far. questions and answers. _UndosLEFT_ The number of UndosA mobile device user A mobile device left. can ask for user can ask for2 This smart field can be _UndoSLEFT_ more more Undos. used in thecontents of Undos. questions and answers. _UndosUsed_ The number ofUndos A mobile device user A mobile device used. has used _UndosUsed_user has used This smart field can be Hints so far. 2 Undos so far. usedin the contents of questions and answers. _AsksLeft_ The number of AsksA mobile device user A mobile device left. can ask for _AsksLeft_ usercan ask for 2 This smart field can be more Asks. more Asks. used in thecontents of questions and answers. _AsksUsed_ The number of Asks Amobile device user A mobile device used. has used_ user has used Thissmart field can be _AsksUsed_ Hints so 2 Asks so far. used in thecontents of far. questions and answers.

Reporting

The reporting and control module of the system provides for variousanalytics and metrics that can be obtained by a system administrator,monitor, programmer or other application management personnel.

Activity Analysis

According to one embodiment, an “Activity Analysis” report may begenerated. An exemplary report may display various activity metrics suchas the number of Hints and Skips for a given period, as well as thetotal and average numbers for both Hints and Skips. The period can bethe previous day, the current month and since the beginning of thecampaign. The number of questions that have broken the streak may alsobe shown. FIG. 6 shows an exemplary Activity Analysis report inaccordance with an embodiment of the invention. Table 6 below identifiesthe exemplary metrics and descriptors included in a report.

TABLE 6 Current date Description Yesterday This Month Total Skips &Hints Total The total number of The total The total skips and hints fornumber of skips number of skips the previous day and hints for this andhints since month the beginning of the campaign Skip The number of skipsThe number of The number of for the previous day skips for this skipssince the month beginning of the campaign Hint The number of hints Thenumber of The number of for the previous day hints for this hints sincethe month beginning of the campaign Undo The number of The number of Thenumber of undo-s for the undo-s for this undo-s since the previous daymonth beginning of the campaign Ask The number of asks The number of Thenumber of for the previous day asks for this asks since the monthbeginning of the campaign Average The average number The average Theaverage of skips, hints and/ number skips, number of skips, or undo-s,and/or hints and/or hints and/or asks for the previous undo-s, and/orundo-s, and/or day asks for this asks since the month beginning of thecampaign Break streak First Activity The sequence The sequence Thesequence question number of the number of the number of the question,which is question, which question, which missed by the is missed by theis missed by the participants and participants and participants andbreaks the streak for breaks the streak breaks the streak the firstactivity for for the first for the first the previous day activity forthe activity since the current month beginning of the campaign SecondActivity The sequence The sequence The sequence number of the number ofthe number of the question, which is question, which question, whichmissed by the is missed by the is missed by the participants andparticipants and participants and breaks the streak for breaks thestreak breaks the streak the second activity for the second for thesecond for the previous day activity for the activity, since currentmonth the beginning of the campaign Third Activity The sequence Thesequence The sequence number of the number of the number of thequestion, which is question, which question, which missed by the ismissed by the is missed by the participants and participants andparticipants and breaks the streak for breaks the streak breaks thestreak the third activity for for the third for the third the previousday activity for the activity, since current month the beginning of thecampaign Xth Activity The sequence The sequence The sequence number ofthe number of the number of the question, which is question, whichquestion, which missed by the is missed by the is missed by theparticipants and participants and participants and breaks the streak forbreaks the streak breaks the streak the Xth activity for for the Xth forthe Xth the previous day activity for the activity, since current monththe beginning of the campaign

Streak Analysis

In some embodiments, a Streak Analysis reporting interface displays thenumber of streaks per day together with the average for all week days. Astreak represents a series of consecutive correct answers, which may ormay not belong to the same activity. FIG. 7 shows an exemplary StreakAnalysis report. The report includes the number of streaks. This is thenumber of correct consecutive answers, which may not belong to the sameactivity. The report may also detail the number of participants whoachieved that number of streaks, on that specific day. Additionally, theaverage number of participants who achieved the specified number ofstreaks for that week may be reported.

Activity Survival

In some embodiments, an Activity Survival interface displays thepercentage of participants who played and completed the activities foreach day over a selected time period. FIG. 8 shows an exemplary ActivitySurvival report. The Activity Survival report may be broken up byindividual activities of may be totaled across all activities.

MO Billing

In some embodiments, a MO Billing screen (in this example called“project Console”) displays information related to old and new users whoenter the campaign from a free of charge or from a billed shortcode,MOs, MTs and teasers. The counts provided are for the current day(“Today”), the previous day same time (“24 Hrs ago”) and the previousweek same time (“7 Days Ago”). FIG. 8 shows an exemplary MO Billingreport. Under the “Users” heading for all shortcodes, all users whoentered the competition from any shortcode, free or billable message aretracked, as well as new users who registered on that day and entered thecompetition from any shortcode, free or billable. Old users whoregistered in previous days (old users) and entered the competition fromany shortcode, free or billable are tracked as well as the total ofusers since the start of the competition that entered the competitionfrom any shortcode, free or billable message. A billable message means amessage that is charged, according to a specific rate

For all free only users, the system tracks all users who entered thecompetition via the free shortcode and have sent All messages Only fromthe free shortcode, new users who registered on that day and entered thecompetition via the free shortcode and have sent All messages Only fromthe free shortcode, old users who registered in previous days (oldusers) and entered the competition via the free shortcode and have sentAll messages Only from the free shortcode, and the total of users sincethe start of the competition who entered the competition via the freeshortcode and have sent All messages Only from the free shortcode. ForBilled users, the system tracks all users who sent at least one billedMO, new users who registered on that day and sent at least one billedMO, old users who registered in previous days (old users) and sent atleast one billed MO, and the total of users since the start of thecompetition who sent at least one billed MO.

For MO tracking of all shortcodes, the system tracks All MOs from newand old users for that day sent via any shortcode free or billable(billed_mos+free_mos), MOs by users who registered on that day (newusers) sent via any shortcode free or billable(Free_new_users_mos+Billed_new_users_mos), MOs by users who registeredin previous days (old users) sent via any shortcode free or billable(Free_users_mos+Billed_users_mos)−(Free_new_users_mos+Billed_new_users_mos),and the total of all MOs since the start of the competition sent via anyshortcode free or billable.

For MO tracking of Free users, the system tracks All MOs for that daysent via the free shortcode (Free_mos), MOs by users who registered onthat day (new users) sent via the free shortcode (Free_new_users_mos),MOs by users who registered in previous days (old users) sent via thefree shortcode (Free_users_mos−free_new_users_mos), and the total of allMOs since the start of the competition sent via the free shortcode.

For billed MO tracking the system tracks All MOs for that day sent viathe billed shortcode (Billed_mos), MOs by users who registered on thatday (new users) sent via the billed shortcode, MOs by users whoregistered in previous days (old users) sent via the billed shortcode,The total of all MOs since the start of the competition sent via thebilled shortcode.

The system can also track the MTs sent according to Dialog messages,Teaser messages, and a ratio of MT messages to MO messages. For Dialogmessages, the system tracks All Dialog MTs for that day, Dialog MTs sentto users who registered on that day (new users), Dialog MTs sent tousers who registered in previous days (old users), and the total of alldialog MTs since the start of the competition. For Teasers, the systemtracks all teaser MTs for that day, Teaser MTs sent to users whoregistered on that day (new users), teaser MTs sent to users whoregistered in previous days (old users), and the total of all teaser MTssince the start of the competition.

In one embodiment, the ratios of MT to MOs can be tracked. For example,these ratios can be tracked according to the sum of all dialog andteaser MTs divided by the total number of MOs for that day; the sum oftotal dialog and teaser MTs sent by new users, divided by the totalnumber of MOs; the sum of total dialog and teaser MTs sent by users whoregistered in previous days, divided by the total number of MOs; and thesum of total dialog and teaser MTs, divided by the total number of MOs,since the start of the competition.

FIGS. 9A-9C show various reports generated for recent periods includingthe present day (FIG. 9A), the previous 24 hours (FIG. 9B) and the priorweek (FIG. 9C). These reports are generated using a reporting toolhaving a graphical user interface which has been implemented with analgorithm based on Java technologies, more specifically “JavaServerFaces” and “RichFaces”.

The aspects, embodiments, features, and examples of the invention are tobe considered illustrative in all respects and are not intended to limitthe invention, the scope of which is defined only by the claims. Otherembodiments, modifications, and usages will be apparent to those skilledin the art without departing from the spirit and scope of the claimedinvention.

The use of headings and sections in the application is not meant tolimit the invention; each section can apply to any aspect, embodiment,or feature of the invention.

Throughout the application, where compositions are described as having,including, or comprising specific components, or where processes aredescribed as having, including or comprising specific process steps, itis contemplated that compositions of the present teachings also consistessentially of, or consist of, the recited components, and that theprocesses of the present teachings also consist essentially of, orconsist of, the recited process steps.

In the application, where an element or component is said to be includedin and/or selected from a list of recited elements or components, itshould be understood that the element or component can be any one of therecited elements or components and can be selected from a groupconsisting of two or more of the recited elements or components.Further, it should be understood that elements and/or features of acomposition, an apparatus, or a method described herein can be combinedin a variety of ways without departing from the spirit and scope of thepresent teachings, whether explicit or implicit herein.

The use of the terms “include,” “includes,” “including,” “have,” “has,”or “having” should be generally understood as open-ended andnon-limiting unless specifically stated otherwise.

The use of the singular herein includes the plural (and vice versa)unless specifically stated otherwise. Moreover, the singular forms “a,”“an,” and “the” include plural forms unless the context clearly dictatesotherwise. In addition, where the use of the term “about” is before aquantitative value, the present teachings also include the specificquantitative value itself, unless specifically stated otherwise.

It should be understood that the order of steps or order for performingcertain actions is immaterial so long as the present teachings remainoperable. Moreover, two or more steps or actions may be conductedsimultaneously.

Where a range or list of values is provided, each intervening valuebetween the upper and lower limits of that range or list of values isindividually contemplated and is encompassed within the invention as ifeach value were specifically enumerated herein. In addition, smallerranges between and including the upper and lower limits of a given rangeare contemplated and encompassed within the invention. The listing ofexemplary values or ranges is not a disclaimer of other values or rangesbetween and including the upper and lower limits of a given range.

In the preceding embodiments, a mobile device or an end user deviceinclude, without limitation, mobile phones, smart phones, iPads,Android-based devices, tablets, personal digital assistants, hand-heldcomputers, ultra-mobile personal computers, notebooks, laptop computersand the like. The system can include one or more computers or serversthat contain and/or run the application, and a visual display forviewing a graphic user interface. Devices, computers, and serverspreferably include a processing unit or processor, a system memory, adisk storage, a communication interface, an input device, an outputdevice, and a system bus. System bus couples system componentsincluding, but not limited to, system memory to processing unit. Theprocessing unit can be any of various available processors. One or moreapplications can include various data elements and programs suitable forperforming process steps and calculations.

Storage may include removable or fixed, volatile or non-volatile orpermanent or re-writable computer storage media. The computer readablemedium can be any available medium that can be accessed by a generalpurpose or special purpose mobile device. By way of example, and notlimitation, such a computer readable medium can comprise flash memory,RAM, ROM, electrically erasable programmable read only memory (EEPROM),optical disk storage, magnetic disk storage or other magnetic storagedevices, or any other medium that can be used to store digitalinformation on a mobile device.

The computer readable medium embodies a program, functions, and/orinstructions that cause a device, computer, or server to operate in aspecific and predefined manner as described herein. For example, themessaging, application, and reporting discussed herein can beimplemented as software code to be executed using any suitable computerlanguage and may be stored on any of the storage media described above,or can be configured into the logic of device, computer or server. Suchsoftware code may be executed using any suitable computer language suchas, for example, Java, Javascript, C++, C, C#, Perl, Visual Basic,database languages, APIs, various system-level SDKs, assembly, firmware,microcode, and/or other languages and tools.

The present invention may be embodied in many different forms,including, but in no way limited to, computer program logic for use witha processor (e.g., a microprocessor, microcontroller, digital signalprocessor, or general purpose computer), programmable logic for use witha programmable logic device, (e.g., a Field Programmable Gate Array(FPGA) or other PLD), discrete components, integrated circuitry (e.g.,an application Specific Integrated Circuit (ASIC)), or any other meansincluding any combination thereof.

Computer program logic implementing all or part of the functionalitypreviously described herein may be embodied in various forms, including,but in no way limited to, a source code form, a computer executableform, and various intermediate forms (e.g., forms generated by anassembler, compiler, linker, or locator). Source code may include aseries of computer program instructions implemented in any of variousprogramming languages (e.g., an object code, an assembly language, or ahigh-level language such as Fortran, C, C++, JAVA, or HTML) for use withvarious operating systems or operating environments. The source code maydefine and use various data structures and communication messages. Thesource code may be in a computer executable form (e.g., via aninterpreter), or the source code may be converted (e.g., via atranslator, assembler, or compiler) into a computer executable form.

The application may be fixed in any form (e.g., source code form,computer executable form, or an intermediate form) either permanently ortransitorily in a tangible storage medium, such as a semiconductormemory device (e.g., a RAM, ROM, PROM, EEPROM, or Flash-ProgrammableRAM), a magnetic memory device (e.g., a diskette or fixed disk), anoptical memory device (e.g., a CD-ROM), a PC card (e.g., PCMCIA card),or other memory device. The application may be fixed in any form in asignal that is transmittable to a computer using any of variouscommunication technologies, including, but in no way limited to, analogtechnologies, digital technologies, optical technologies, wirelesstechnologies (e.g., Bluetooth), networking technologies, andinternetworking technologies. The application may be distributed in anyform as a removable storage medium with accompanying printed orelectronic documentation (e.g., shrink-wrapped software), preloaded witha computer system (e.g., on system ROM or fixed disk), or distributedfrom a server or electronic bulletin board over the communication system(e.g., the Internet or World Wide Web).

Hardware logic (including programmable logic for use with a programmablelogic device) implementing all or part of the functionality previouslydescribed herein may be designed using traditional manual methods, ormay be designed, captured, simulated, or documented electronically usingvarious tools, such as Computer Aided Design (CAD), a hardwaredescription language (e.g., VHDL or AHDL), or a PLD programming language(e.g., PALASM, ABEL, or CUPL).

Programmable logic may be fixed either permanently or transitorily in atangible storage medium, such as a semiconductor memory device (e.g., aRAM, ROM, PROM, EEPROM, or Flash-Programmable RAM), a magnetic memorydevice (e.g., a diskette or fixed disk), an optical memory device (e.g.,a CD-ROM), or other memory device. The programmable logic may be fixedin a signal that is transmittable to a computer using any of variouscommunication technologies, including, but in no way limited to, analogtechnologies, digital technologies, optical technologies, wirelesstechnologies (e.g., Bluetooth), networking technologies, andinternetworking technologies. The programmable logic may be distributedas a removable storage medium with accompanying printed or electronicdocumentation (e.g., shrink-wrapped software), preloaded with a computersystem (e.g., on system ROM or fixed disk), or distributed from a serveror electronic bulletin board over the communication system (e.g., theInternet or World Wide Web).

As used herein a module refers to software, hardware, or firmwaresuitable for performing a specific data processing or data transmissiontask. Typically, in a preferred embodiment a module refers to a softwareroutine, program, or other memory resident application suitable forreceiving, transforming, routing and processing instructions, or varioustypes of data, MO data, MT data, and other information of interest.

Devices and systems described herein may include operatively associatedcomputer-readable media such as memory for storing software applicationsused in obtaining, processing, storing and/or communicating data. It canbe appreciated that such memory can be internal, external, remote orlocal with respect to its operatively associated computer or computersystem.

Memory may also include any means for storing software or otherinstructions including, for example and without limitation, a hard disk,an optical disk, floppy disk, DVD (digital versatile disc), CD (compactdisc), memory stick, flash memory, ROM (read only memory), RAM (randomaccess memory), DRAM (dynamic random access memory), PROM (programmableROM), EEPROM (extended erasable PROM), and/or other likecomputer-readable media.

In general, computer-readable memory media applied in association withembodiments of the invention described herein may include any memorymedium capable of storing instructions executed by a programmableapparatus. Where applicable, method steps described herein may beembodied or executed as instructions stored on a computer-readablememory medium or memory media. These instructions may be softwareembodied in various programming languages such as C++, C, Java, and/or avariety of other kinds of software programming languages that may beapplied to create instructions in accordance with embodiments of theinvention.

The aspects, embodiments, features, and examples of the invention are tobe considered illustrative in all respects and are not intended to limitthe invention, the scope of which is defined only by the claims. Otherembodiments, modifications, and usages will be apparent to those skilledin the art without departing from the spirit and scope of the claimedinvention.

The use of headings and sections in the application is not meant tolimit the invention; each section can apply to any aspect, embodiment,or feature of the invention.

Throughout the application, where compositions are described as having,including, or comprising specific components, or where processes aredescribed as having, including or comprising specific process steps, itis contemplated that compositions of the present teachings also consistessentially of, or consist of, the recited components, and that theprocesses of the present teachings also consist essentially of, orconsist of, the recited process steps.

In the application, where an element or component is said to be includedin and/or selected from a list of recited elements or components, itshould be understood that the element or component can be any one of therecited elements or components and can be selected from a groupconsisting of two or more of the recited elements or components.Further, it should be understood that elements and/or features of acomposition, an apparatus, or a method described herein can be combinedin a variety of ways without departing from the spirit and scope of thepresent teachings, whether explicit or implicit herein.

The use of the terms “include,” “includes,” “including,” “have,” “has,”or “having” should be generally understood as open-ended andnon-limiting unless specifically stated otherwise.

The use of the singular herein includes the plural (and vice versa)unless specifically stated otherwise. Moreover, the singular forms “a,”“an,” and “the” include plural forms unless the context clearly dictatesotherwise. In addition, where the use of the term “about” is before aquantitative value, the present teachings also include the specificquantitative value itself, unless specifically stated otherwise.

It should be understood that the order of steps or order for performingcertain actions is immaterial so long as the present teachings remainoperable. Moreover, two or more steps or actions may be conductedsimultaneously.

Where a range or list of values is provided, each intervening valuebetween the upper and lower limits of that range or list of values isindividually contemplated and is encompassed within the invention as ifeach value were specifically enumerated herein. In addition, smallerranges between and including the upper and lower limits of a given rangeare contemplated and encompassed within the invention. The listing ofexemplary values or ranges is not a disclaimer of other values or rangesbetween and including the upper and lower limits of a given range.

1. A method of conducting an interactive competition over a networkbetween a plurality of mobile device users, comprising the steps of:receiving a first mobile originating message from a mobile device, themobile originating message comprising an indicator to enableparticipation; transmitting a mobile terminating message to the mobiledevice, the mobile terminating message comprising a question having aplurality of answer options and at least one keyword option, wherein theanswer options are of a first message type and the keyword option is ofa second message type; receiving from the mobile device a second mobileoriginating message, the second mobile originating message comprisingeither an answer option or a keyword option, wherein the answer optionof the first message type is valued a first amount and the keywordoption of the second message type is valued a second amount, the secondamount greater than the first amount; evaluating the second mobileoriginating message; if the second mobile originating message is akeyword option, transmitting a second mobile terminating message to themobile device, the second mobile terminating message comprising thequestion and an assistive mechanism; and if the second mobileoriginating message is an answer option, transmitting a third mobileterminating message to the mobile device if the answer option iscorrect, determining a winner of the competition based upon the numberof consecutive correct answers sent by one of the plurality of mobiledevices.
 2. The method of claim 1 wherein the plurality of answeroptions include one correct answer option, and at least two incorrectanswer options.
 3. The method of claim 1 wherein the first amount is$0.00 and the second amount is above a minimum rate, or is a premiumrate.
 4. The method of claim 1 wherein the first amount is above aminimum rate and the second amount is a premium rate.
 5. The method ofclaim 1 wherein the first mobile originating message includes a premiumrate and the first and second amounts are $0.00.
 6. The method of claim1 wherein the first mobile originating message includes a premium rate,the first amount is $0.00 and the second amount is either a premium rateor greater than a minimum rate defined by a service operator.
 7. Themethod of claim 1 wherein the keyword option is selected from the groupconsisting of Hint, Skip, Undo, and Ask.
 8. A computer readable mediumhaving computer-instructions for a method of conducting an interactivecompetition between a plurality of mobile device users, comprising thesteps of: receiving a first mobile originating message from a mobiledevice, the mobile originating message comprising an indicator to enableparticipation; transmitting a mobile terminating message to the mobiledevice, the mobile terminating message comprising a question having aplurality of answer options and at least one keyword option, wherein theanswer options are of a first message type and the keyword option is ofa second message type; receiving from the mobile device a second mobileoriginating message, the second mobile originating message comprisingeither an answer option or a keyword option, wherein the answer optionof the first message type is valued a first amount and the keywordoption of the second message type is valued a second amount, the secondamount greater than the first amount; evaluating the second mobileoriginating message; if the second mobile originating message is akeyword option, transmitting a second mobile terminating message to themobile device, the second mobile terminating message comprising thequestion and an assistive mechanism; and if the second mobileoriginating message is an answer option, transmitting a third mobileterminating message to the mobile device if the answer option iscorrect, determining a winner of the competition based upon the numberof consecutive correct answers sent by one of the plurality of mobiledevices.
 9. The method of claim 8 wherein the plurality of answeroptions include one correct answer option, and at least two incorrectanswer options.
 10. The method of claim 8 wherein the first amount is$0.00 and the second amount is above a minimum rate, or is a premiumrate.
 11. The method of claim 8 wherein the first amount is above aminimum rate and the second amount is a premium rate.
 12. The method ofclaim 8 wherein the first mobile originating message includes a premiumrate and the first and second amounts are $0.00.
 13. The method of claim8 wherein the first mobile originating message includes a premium rate,the first amount is $0.00 and the second amount is either a premium rateor greater than a minimum rate defined by a service operator.
 14. Themethod of claim 8 wherein the keyword option is selected from the groupconsisting of Hint, Skip, Undo, and Ask.
 15. A mobile gameplay system,the system comprising: a memory device; and a processor in communicationwith the memory device, wherein the memory device comprises instructionsthat when executed by the processor cause the processor to: connect to amessaging gateway; send a plurality of mobile terminated messages to aplurality of mobile devices, each message comprising a first questionfor a game; receive a first response from a mobile device to the mobileterminated message comprising a response to the question; evaluate thefirst response for a correct answer; upon determining the first responseincludes the correct answer, send to the mobile device a second mobileterminated message comprising a second question; receive a keywordresponse from the mobile device response to either the first or secondquestion; and initiate a charge at a premium rate to an account of themobile device in response to receiving the keyword.
 16. The mobilegameplay system of claim 15 wherein responding to either the first orthe second message is either free or charged at a rate less than thepremium rate.
 17. The mobile gameplay system of claim 15 furthercomprising a campaign engine, wherein the campaign engine comprises oneor more engines, wherein one or more of the engines comprises theinstructions, wherein one or more of the engines is executed by theprocessor.
 18. The mobile gameplay system of claim 17 wherein the one ormore engines is selected from the group consisting of an interactivityoptimization engine, a dialogue engine, a contact engine, and a dataanalysis engine.
 19. The mobile gameplay system of claim 17 wherein oneof the engines is an interactivity optimization engine configured tosegment the mobile devices into a plurality of customer segments andoptimize teasers for each customer segment.
 20. The mobile gameplaysystem of claim 19, wherein another one of the engines is a contactengine configured to register mobile devices and receive MO messages andtransmit MT messages.